Hostile Territory: Difference between revisions
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(Moved strategy to the strategies list) |
(Updating cave unit generation info. Thanks Drought Ender!) |
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Line 37: | Line 37: | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} | {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 1 (1/3 chance) | ||
{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
Line 51: | Line 51: | ||
|way2_metal|Corridor (×2) | |way2_metal|Corridor (×2) | ||
}} | }} | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} | {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 2 (1/3 chance) | ||
{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
Line 60: | Line 60: | ||
|way2_metal|Corridor (×2) | |way2_metal|Corridor (×2) | ||
}} | }} | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} | {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 3 (1/3 chance) | ||
{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
Line 69: | Line 69: | ||
|way2_metal|Corridor (×5) | |way2_metal|Corridor (×5) | ||
|wayl_metal|Turning corridor (×1) | |wayl_metal|Turning corridor (×1) | ||
}} | |||
{{!}} colspan = 6 style = "text-align: center;" {{!}} Random units | |||
{{!}}- | |||
{{sublevel units | |||
|item_cap_metal|Dead end with item | |||
|way3_metal|Three-way crossing | |||
|way4_metal|Four-way crossing | |||
|wayl_metal|Turning corridor | |||
|way2_metal|Corridor | |||
|way2x2_metal|Long corridor | |||
}} | |||
{{sublevel units | |||
|room_cent_4_metal|'''Room with 4 exits''' | |||
|room_mid2_3_metal|'''Y-shaped room''' | |||
|room_hitode4x4_3_metal|'''Circular room with raised corner''' | |||
|room_vs_hitode4x4_6_metal|'''Room with rusty hatch''' | |||
|room_hitode4x4_7_metal|'''Room with blue circles''' | |||
}} | }} | ||
}} | }} |